The more you try to simulate, the more you suck out the game. It is a tightrope for an entertainment product.
Advanced Squad Leader does not try to be a simulation, and is better for it. There is risk, randomness and decision making within a framework of phases all of which encourage a narrative to emerge. The inconsistencies that you get with CM are not so jarring when their equivalents occur in a boardgame - because "rules" (although in ASL there is likely to be a rule for it).
For example CM goes to great lengths (compared to other computer games) to simulate the effects of different levels of C2. And yet you, as the God-like player, can order every unit on the map with LoS to an action square to fire on it, even if only one unit has actually spotted a contact. The AI, of course, will not do this. This kind of situation is where, for me, CM can trip up over itself as it walks the line between allowing players freedom to do things, versus providing a framework of rules within which both player and AI operate. That kind of even ground within a set of rules is where, for me as a wargamer, a lot of the fun in a game is. I appreciate the situation is more nuanced in multiplayer.
The lockdown has encouraged me to look at formats I would have considered quite lo-fi a few years ago. There is so much software out there that tries to simulate stuff, it has become boring for me.
So I have been picking up the ASL Starter Kit after many many years away from boardgames, and goofing around with VASL. I have been playing Lock n Load Digital which has a nice impulse system. I've played a lot of Field of Glory 2. Sad to say I have found them more fun than CM. Maybe there will be something in the next iteration of CM that sucks me back in.